1075 lines
		
	
	
		
			48 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
		
		
			
		
	
	
			1075 lines
		
	
	
		
			48 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
|   | // dear imgui: Renderer Backend for DirectX12
 | ||
|  | // This needs to be used along with a Platform Backend (e.g. Win32)
 | ||
|  | 
 | ||
|  | // Implemented features:
 | ||
|  | //  [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
 | ||
|  | //  [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
 | ||
|  | //      FIXME: The transition from removing a viewport and moving the window in an existing hosted viewport tends to flicker.
 | ||
|  | //  [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
 | ||
|  | 
 | ||
|  | // Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
 | ||
|  | // This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
 | ||
|  | // To build this on 32-bit systems:
 | ||
|  | // - [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in the 'example_win32_direct12/example_win32_direct12.vcxproj' project file)
 | ||
|  | // - [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like.
 | ||
|  | // - [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!)
 | ||
|  | // - [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in the example_win32_direct12/build_win32.bat file)
 | ||
|  | 
 | ||
|  | // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
 | ||
|  | // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
 | ||
|  | // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
 | ||
|  | // Read online: https://github.com/ocornut/imgui/tree/master/docs
 | ||
|  | 
 | ||
|  | // CHANGELOG
 | ||
|  | // (minor and older changes stripped away, please see git history for details)
 | ||
|  | //  2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
 | ||
|  | //  2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
 | ||
|  | //  2021-05-19: DirectX12: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
 | ||
|  | //  2021-02-18: DirectX12: Change blending equation to preserve alpha in output buffer.
 | ||
|  | //  2021-01-11: DirectX12: Improve Windows 7 compatibility (for D3D12On7) by loading d3d12.dll dynamically.
 | ||
|  | //  2020-09-16: DirectX12: Avoid rendering calls with zero-sized scissor rectangle since it generates a validation layer warning.
 | ||
|  | //  2020-09-08: DirectX12: Clarified support for building on 32-bit systems by redefining ImTextureID.
 | ||
|  | //  2019-10-18: DirectX12: *BREAKING CHANGE* Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function.
 | ||
|  | //  2019-05-29: DirectX12: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
 | ||
|  | //  2019-04-30: DirectX12: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
 | ||
|  | //  2019-03-29: Misc: Various minor tidying up.
 | ||
|  | //  2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
 | ||
|  | //  2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
 | ||
|  | //  2018-06-12: DirectX12: Moved the ID3D12GraphicsCommandList* parameter from NewFrame() to RenderDrawData().
 | ||
|  | //  2018-06-08: Misc: Extracted imgui_impl_dx12.cpp/.h away from the old combined DX12+Win32 example.
 | ||
|  | //  2018-06-08: DirectX12: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle (to ease support for future multi-viewport).
 | ||
|  | //  2018-02-22: Merged into master with all Win32 code synchronized to other examples.
 | ||
|  | 
 | ||
|  | #include "imgui.h"
 | ||
|  | #include "imgui_impl_dx12.h"
 | ||
|  | 
 | ||
|  | // DirectX
 | ||
|  | #include <d3d12.h>
 | ||
|  | #include <dxgi1_4.h>
 | ||
|  | #include <d3dcompiler.h>
 | ||
|  | #ifdef _MSC_VER
 | ||
|  | #pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
 | ||
|  | #endif
 | ||
|  | 
 | ||
|  | // DirectX data
 | ||
|  | struct ImGui_ImplDX12_Data | ||
|  | { | ||
|  |     ID3D12Device*               pd3dDevice; | ||
|  |     ID3D12RootSignature*        pRootSignature; | ||
|  |     ID3D12PipelineState*        pPipelineState; | ||
|  |     DXGI_FORMAT                 RTVFormat; | ||
|  |     ID3D12Resource*             pFontTextureResource; | ||
|  |     D3D12_CPU_DESCRIPTOR_HANDLE hFontSrvCpuDescHandle; | ||
|  |     D3D12_GPU_DESCRIPTOR_HANDLE hFontSrvGpuDescHandle; | ||
|  |     ID3D12DescriptorHeap*       pd3dSrvDescHeap; | ||
|  |     UINT                        numFramesInFlight; | ||
|  | 
 | ||
|  |     ImGui_ImplDX12_Data()       { memset((void*)this, 0, sizeof(*this)); } | ||
|  | }; | ||
|  | 
 | ||
|  | // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
 | ||
|  | // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
 | ||
|  | static ImGui_ImplDX12_Data* ImGui_ImplDX12_GetBackendData() | ||
|  | { | ||
|  |     return ImGui::GetCurrentContext() ? (ImGui_ImplDX12_Data*)ImGui::GetIO().BackendRendererUserData : NULL; | ||
|  | } | ||
|  | 
 | ||
|  | // Buffers used during the rendering of a frame
 | ||
|  | struct ImGui_ImplDX12_RenderBuffers | ||
|  | { | ||
|  |     ID3D12Resource*     IndexBuffer; | ||
|  |     ID3D12Resource*     VertexBuffer; | ||
|  |     int                 IndexBufferSize; | ||
|  |     int                 VertexBufferSize; | ||
|  | }; | ||
|  | 
 | ||
|  | // Buffers used for secondary viewports created by the multi-viewports systems
 | ||
|  | struct ImGui_ImplDX12_FrameContext | ||
|  | { | ||
|  |     ID3D12CommandAllocator*         CommandAllocator; | ||
|  |     ID3D12Resource*                 RenderTarget; | ||
|  |     D3D12_CPU_DESCRIPTOR_HANDLE     RenderTargetCpuDescriptors; | ||
|  | }; | ||
|  | 
 | ||
|  | // Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
 | ||
|  | // Main viewport created by application will only use the Resources field.
 | ||
|  | // Secondary viewports created by this backend will use all the fields (including Window fields),
 | ||
|  | struct ImGui_ImplDX12_ViewportData | ||
|  | { | ||
|  |     // Window
 | ||
|  |     ID3D12CommandQueue*             CommandQueue; | ||
|  |     ID3D12GraphicsCommandList*      CommandList; | ||
|  |     ID3D12DescriptorHeap*           RtvDescHeap; | ||
|  |     IDXGISwapChain3*                SwapChain; | ||
|  |     ID3D12Fence*                    Fence; | ||
|  |     UINT64                          FenceSignaledValue; | ||
|  |     HANDLE                          FenceEvent; | ||
|  |     UINT                            NumFramesInFlight; | ||
|  |     ImGui_ImplDX12_FrameContext*    FrameCtx; | ||
|  | 
 | ||
|  |     // Render buffers
 | ||
|  |     UINT                            FrameIndex; | ||
|  |     ImGui_ImplDX12_RenderBuffers*   FrameRenderBuffers; | ||
|  | 
 | ||
|  |     ImGui_ImplDX12_ViewportData(UINT num_frames_in_flight) | ||
|  |     { | ||
|  |         CommandQueue = NULL; | ||
|  |         CommandList = NULL; | ||
|  |         RtvDescHeap = NULL; | ||
|  |         SwapChain = NULL; | ||
|  |         Fence = NULL; | ||
|  |         FenceSignaledValue = 0; | ||
|  |         FenceEvent = NULL; | ||
|  |         NumFramesInFlight = num_frames_in_flight; | ||
|  |         FrameCtx = new ImGui_ImplDX12_FrameContext[NumFramesInFlight]; | ||
|  |         FrameIndex = UINT_MAX; | ||
|  |         FrameRenderBuffers = new ImGui_ImplDX12_RenderBuffers[NumFramesInFlight]; | ||
|  | 
 | ||
|  |         for (UINT i = 0; i < NumFramesInFlight; ++i) | ||
|  |         { | ||
|  |             FrameCtx[i].CommandAllocator = NULL; | ||
|  |             FrameCtx[i].RenderTarget = NULL; | ||
|  | 
 | ||
|  |             // Create buffers with a default size (they will later be grown as needed)
 | ||
|  |             FrameRenderBuffers[i].IndexBuffer = NULL; | ||
|  |             FrameRenderBuffers[i].VertexBuffer = NULL; | ||
|  |             FrameRenderBuffers[i].VertexBufferSize = 5000; | ||
|  |             FrameRenderBuffers[i].IndexBufferSize = 10000; | ||
|  |         } | ||
|  |     } | ||
|  |     ~ImGui_ImplDX12_ViewportData() | ||
|  |     { | ||
|  |         IM_ASSERT(CommandQueue == NULL && CommandList == NULL); | ||
|  |         IM_ASSERT(RtvDescHeap == NULL); | ||
|  |         IM_ASSERT(SwapChain == NULL); | ||
|  |         IM_ASSERT(Fence == NULL); | ||
|  |         IM_ASSERT(FenceEvent == NULL); | ||
|  | 
 | ||
|  |         for (UINT i = 0; i < NumFramesInFlight; ++i) | ||
|  |         { | ||
|  |             IM_ASSERT(FrameCtx[i].CommandAllocator == NULL && FrameCtx[i].RenderTarget == NULL); | ||
|  |             IM_ASSERT(FrameRenderBuffers[i].IndexBuffer == NULL && FrameRenderBuffers[i].VertexBuffer == NULL); | ||
|  |         } | ||
|  | 
 | ||
|  |         delete[] FrameCtx; FrameCtx = NULL; | ||
|  |         delete[] FrameRenderBuffers; FrameRenderBuffers = NULL; | ||
|  |     } | ||
|  | }; | ||
|  | 
 | ||
|  | struct VERTEX_CONSTANT_BUFFER | ||
|  | { | ||
|  |     float   mvp[4][4]; | ||
|  | }; | ||
|  | 
 | ||
|  | // Forward Declarations
 | ||
|  | static void ImGui_ImplDX12_InitPlatformInterface(); | ||
|  | static void ImGui_ImplDX12_ShutdownPlatformInterface(); | ||
|  | 
 | ||
|  | // Functions
 | ||
|  | static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, ImGui_ImplDX12_RenderBuffers* fr) | ||
|  | { | ||
|  |     ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); | ||
|  | 
 | ||
|  |     // Setup orthographic projection matrix into our constant buffer
 | ||
|  |     // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
 | ||
|  |     VERTEX_CONSTANT_BUFFER vertex_constant_buffer; | ||
|  |     { | ||
|  |         float L = draw_data->DisplayPos.x; | ||
|  |         float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; | ||
|  |         float T = draw_data->DisplayPos.y; | ||
|  |         float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; | ||
|  |         float mvp[4][4] = | ||
|  |         { | ||
|  |             { 2.0f/(R-L),   0.0f,           0.0f,       0.0f }, | ||
|  |             { 0.0f,         2.0f/(T-B),     0.0f,       0.0f }, | ||
|  |             { 0.0f,         0.0f,           0.5f,       0.0f }, | ||
|  |             { (R+L)/(L-R),  (T+B)/(B-T),    0.5f,       1.0f }, | ||
|  |         }; | ||
|  |         memcpy(&vertex_constant_buffer.mvp, mvp, sizeof(mvp)); | ||
|  |     } | ||
|  | 
 | ||
|  |     // Setup viewport
 | ||
|  |     D3D12_VIEWPORT vp; | ||
|  |     memset(&vp, 0, sizeof(D3D12_VIEWPORT)); | ||
|  |     vp.Width = draw_data->DisplaySize.x; | ||
|  |     vp.Height = draw_data->DisplaySize.y; | ||
|  |     vp.MinDepth = 0.0f; | ||
|  |     vp.MaxDepth = 1.0f; | ||
|  |     vp.TopLeftX = vp.TopLeftY = 0.0f; | ||
|  |     ctx->RSSetViewports(1, &vp); | ||
|  | 
 | ||
|  |     // Bind shader and vertex buffers
 | ||
|  |     unsigned int stride = sizeof(ImDrawVert); | ||
|  |     unsigned int offset = 0; | ||
|  |     D3D12_VERTEX_BUFFER_VIEW vbv; | ||
|  |     memset(&vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW)); | ||
|  |     vbv.BufferLocation = fr->VertexBuffer->GetGPUVirtualAddress() + offset; | ||
|  |     vbv.SizeInBytes = fr->VertexBufferSize * stride; | ||
|  |     vbv.StrideInBytes = stride; | ||
|  |     ctx->IASetVertexBuffers(0, 1, &vbv); | ||
|  |     D3D12_INDEX_BUFFER_VIEW ibv; | ||
|  |     memset(&ibv, 0, sizeof(D3D12_INDEX_BUFFER_VIEW)); | ||
|  |     ibv.BufferLocation = fr->IndexBuffer->GetGPUVirtualAddress(); | ||
|  |     ibv.SizeInBytes = fr->IndexBufferSize * sizeof(ImDrawIdx); | ||
|  |     ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT; | ||
|  |     ctx->IASetIndexBuffer(&ibv); | ||
|  |     ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); | ||
|  |     ctx->SetPipelineState(bd->pPipelineState); | ||
|  |     ctx->SetGraphicsRootSignature(bd->pRootSignature); | ||
|  |     ctx->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0); | ||
|  | 
 | ||
|  |     // Setup blend factor
 | ||
|  |     const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; | ||
|  |     ctx->OMSetBlendFactor(blend_factor); | ||
|  | } | ||
|  | 
 | ||
|  | template<typename T> | ||
|  | static inline void SafeRelease(T*& res) | ||
|  | { | ||
|  |     if (res) | ||
|  |         res->Release(); | ||
|  |     res = NULL; | ||
|  | } | ||
|  | 
 | ||
|  | // Render function
 | ||
|  | void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx) | ||
|  | { | ||
|  |     // Avoid rendering when minimized
 | ||
|  |     if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) | ||
|  |         return; | ||
|  | 
 | ||
|  |     ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); | ||
|  |     ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)draw_data->OwnerViewport->RendererUserData; | ||
|  |     vd->FrameIndex++; | ||
|  |     ImGui_ImplDX12_RenderBuffers* fr = &vd->FrameRenderBuffers[vd->FrameIndex % bd->numFramesInFlight]; | ||
|  | 
 | ||
|  |     // Create and grow vertex/index buffers if needed
 | ||
|  |     if (fr->VertexBuffer == NULL || fr->VertexBufferSize < draw_data->TotalVtxCount) | ||
|  |     { | ||
|  |         SafeRelease(fr->VertexBuffer); | ||
|  |         fr->VertexBufferSize = draw_data->TotalVtxCount + 5000; | ||
|  |         D3D12_HEAP_PROPERTIES props; | ||
|  |         memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); | ||
|  |         props.Type = D3D12_HEAP_TYPE_UPLOAD; | ||
|  |         props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; | ||
|  |         props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; | ||
|  |         D3D12_RESOURCE_DESC desc; | ||
|  |         memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC)); | ||
|  |         desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; | ||
|  |         desc.Width = fr->VertexBufferSize * sizeof(ImDrawVert); | ||
|  |         desc.Height = 1; | ||
|  |         desc.DepthOrArraySize = 1; | ||
|  |         desc.MipLevels = 1; | ||
|  |         desc.Format = DXGI_FORMAT_UNKNOWN; | ||
|  |         desc.SampleDesc.Count = 1; | ||
|  |         desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; | ||
|  |         desc.Flags = D3D12_RESOURCE_FLAG_NONE; | ||
|  |         if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->VertexBuffer)) < 0) | ||
|  |             return; | ||
|  |     } | ||
|  |     if (fr->IndexBuffer == NULL || fr->IndexBufferSize < draw_data->TotalIdxCount) | ||
|  |     { | ||
|  |         SafeRelease(fr->IndexBuffer); | ||
|  |         fr->IndexBufferSize = draw_data->TotalIdxCount + 10000; | ||
|  |         D3D12_HEAP_PROPERTIES props; | ||
|  |         memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); | ||
|  |         props.Type = D3D12_HEAP_TYPE_UPLOAD; | ||
|  |         props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; | ||
|  |         props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; | ||
|  |         D3D12_RESOURCE_DESC desc; | ||
|  |         memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC)); | ||
|  |         desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; | ||
|  |         desc.Width = fr->IndexBufferSize * sizeof(ImDrawIdx); | ||
|  |         desc.Height = 1; | ||
|  |         desc.DepthOrArraySize = 1; | ||
|  |         desc.MipLevels = 1; | ||
|  |         desc.Format = DXGI_FORMAT_UNKNOWN; | ||
|  |         desc.SampleDesc.Count = 1; | ||
|  |         desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; | ||
|  |         desc.Flags = D3D12_RESOURCE_FLAG_NONE; | ||
|  |         if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->IndexBuffer)) < 0) | ||
|  |             return; | ||
|  |     } | ||
|  | 
 | ||
|  |     // Upload vertex/index data into a single contiguous GPU buffer
 | ||
|  |     void* vtx_resource, *idx_resource; | ||
|  |     D3D12_RANGE range; | ||
|  |     memset(&range, 0, sizeof(D3D12_RANGE)); | ||
|  |     if (fr->VertexBuffer->Map(0, &range, &vtx_resource) != S_OK) | ||
|  |         return; | ||
|  |     if (fr->IndexBuffer->Map(0, &range, &idx_resource) != S_OK) | ||
|  |         return; | ||
|  |     ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource; | ||
|  |     ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource; | ||
|  |     for (int n = 0; n < draw_data->CmdListsCount; n++) | ||
|  |     { | ||
|  |         const ImDrawList* cmd_list = draw_data->CmdLists[n]; | ||
|  |         memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); | ||
|  |         memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); | ||
|  |         vtx_dst += cmd_list->VtxBuffer.Size; | ||
|  |         idx_dst += cmd_list->IdxBuffer.Size; | ||
|  |     } | ||
|  |     fr->VertexBuffer->Unmap(0, &range); | ||
|  |     fr->IndexBuffer->Unmap(0, &range); | ||
|  | 
 | ||
|  |     // Setup desired DX state
 | ||
|  |     ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr); | ||
|  | 
 | ||
|  |     // Render command lists
 | ||
|  |     // (Because we merged all buffers into a single one, we maintain our own offset into them)
 | ||
|  |     int global_vtx_offset = 0; | ||
|  |     int global_idx_offset = 0; | ||
|  |     ImVec2 clip_off = draw_data->DisplayPos; | ||
|  |     for (int n = 0; n < draw_data->CmdListsCount; n++) | ||
|  |     { | ||
|  |         const ImDrawList* cmd_list = draw_data->CmdLists[n]; | ||
|  |         for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) | ||
|  |         { | ||
|  |             const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; | ||
|  |             if (pcmd->UserCallback != NULL) | ||
|  |             { | ||
|  |                 // User callback, registered via ImDrawList::AddCallback()
 | ||
|  |                 // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
 | ||
|  |                 if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) | ||
|  |                     ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr); | ||
|  |                 else | ||
|  |                     pcmd->UserCallback(cmd_list, pcmd); | ||
|  |             } | ||
|  |             else | ||
|  |             { | ||
|  |                 // Project scissor/clipping rectangles into framebuffer space
 | ||
|  |                 ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); | ||
|  |                 ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); | ||
|  |                 if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) | ||
|  |                     continue; | ||
|  | 
 | ||
|  |                 // Apply Scissor/clipping rectangle, Bind texture, Draw
 | ||
|  |                 const D3D12_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; | ||
|  |                 D3D12_GPU_DESCRIPTOR_HANDLE texture_handle = {}; | ||
|  |                 texture_handle.ptr = (UINT64)pcmd->GetTexID(); | ||
|  |                 ctx->SetGraphicsRootDescriptorTable(1, texture_handle); | ||
|  |                 ctx->RSSetScissorRects(1, &r); | ||
|  |                 ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0); | ||
|  |             } | ||
|  |         } | ||
|  |         global_idx_offset += cmd_list->IdxBuffer.Size; | ||
|  |         global_vtx_offset += cmd_list->VtxBuffer.Size; | ||
|  |     } | ||
|  | } | ||
|  | 
 | ||
|  | static void ImGui_ImplDX12_CreateFontsTexture() | ||
|  | { | ||
|  |     // Build texture atlas
 | ||
|  |     ImGuiIO& io = ImGui::GetIO(); | ||
|  |     ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); | ||
|  |     unsigned char* pixels; | ||
|  |     int width, height; | ||
|  |     io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); | ||
|  | 
 | ||
|  |     // Upload texture to graphics system
 | ||
|  |     { | ||
|  |         D3D12_HEAP_PROPERTIES props; | ||
|  |         memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); | ||
|  |         props.Type = D3D12_HEAP_TYPE_DEFAULT; | ||
|  |         props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; | ||
|  |         props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; | ||
|  | 
 | ||
|  |         D3D12_RESOURCE_DESC desc; | ||
|  |         ZeroMemory(&desc, sizeof(desc)); | ||
|  |         desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; | ||
|  |         desc.Alignment = 0; | ||
|  |         desc.Width = width; | ||
|  |         desc.Height = height; | ||
|  |         desc.DepthOrArraySize = 1; | ||
|  |         desc.MipLevels = 1; | ||
|  |         desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; | ||
|  |         desc.SampleDesc.Count = 1; | ||
|  |         desc.SampleDesc.Quality = 0; | ||
|  |         desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN; | ||
|  |         desc.Flags = D3D12_RESOURCE_FLAG_NONE; | ||
|  | 
 | ||
|  |         ID3D12Resource* pTexture = NULL; | ||
|  |         bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, | ||
|  |             D3D12_RESOURCE_STATE_COPY_DEST, NULL, IID_PPV_ARGS(&pTexture)); | ||
|  | 
 | ||
|  |         UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u); | ||
|  |         UINT uploadSize = height * uploadPitch; | ||
|  |         desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; | ||
|  |         desc.Alignment = 0; | ||
|  |         desc.Width = uploadSize; | ||
|  |         desc.Height = 1; | ||
|  |         desc.DepthOrArraySize = 1; | ||
|  |         desc.MipLevels = 1; | ||
|  |         desc.Format = DXGI_FORMAT_UNKNOWN; | ||
|  |         desc.SampleDesc.Count = 1; | ||
|  |         desc.SampleDesc.Quality = 0; | ||
|  |         desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; | ||
|  |         desc.Flags = D3D12_RESOURCE_FLAG_NONE; | ||
|  | 
 | ||
|  |         props.Type = D3D12_HEAP_TYPE_UPLOAD; | ||
|  |         props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; | ||
|  |         props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; | ||
|  | 
 | ||
|  |         ID3D12Resource* uploadBuffer = NULL; | ||
|  |         HRESULT hr = bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, | ||
|  |             D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&uploadBuffer)); | ||
|  |         IM_ASSERT(SUCCEEDED(hr)); | ||
|  | 
 | ||
|  |         void* mapped = NULL; | ||
|  |         D3D12_RANGE range = { 0, uploadSize }; | ||
|  |         hr = uploadBuffer->Map(0, &range, &mapped); | ||
|  |         IM_ASSERT(SUCCEEDED(hr)); | ||
|  |         for (int y = 0; y < height; y++) | ||
|  |             memcpy((void*) ((uintptr_t) mapped + y * uploadPitch), pixels + y * width * 4, width * 4); | ||
|  |         uploadBuffer->Unmap(0, &range); | ||
|  | 
 | ||
|  |         D3D12_TEXTURE_COPY_LOCATION srcLocation = {}; | ||
|  |         srcLocation.pResource = uploadBuffer; | ||
|  |         srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; | ||
|  |         srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM; | ||
|  |         srcLocation.PlacedFootprint.Footprint.Width = width; | ||
|  |         srcLocation.PlacedFootprint.Footprint.Height = height; | ||
|  |         srcLocation.PlacedFootprint.Footprint.Depth = 1; | ||
|  |         srcLocation.PlacedFootprint.Footprint.RowPitch = uploadPitch; | ||
|  | 
 | ||
|  |         D3D12_TEXTURE_COPY_LOCATION dstLocation = {}; | ||
|  |         dstLocation.pResource = pTexture; | ||
|  |         dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; | ||
|  |         dstLocation.SubresourceIndex = 0; | ||
|  | 
 | ||
|  |         D3D12_RESOURCE_BARRIER barrier = {}; | ||
|  |         barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; | ||
|  |         barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; | ||
|  |         barrier.Transition.pResource   = pTexture; | ||
|  |         barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; | ||
|  |         barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST; | ||
|  |         barrier.Transition.StateAfter  = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; | ||
|  | 
 | ||
|  |         ID3D12Fence* fence = NULL; | ||
|  |         hr = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence)); | ||
|  |         IM_ASSERT(SUCCEEDED(hr)); | ||
|  | 
 | ||
|  |         HANDLE event = CreateEvent(0, 0, 0, 0); | ||
|  |         IM_ASSERT(event != NULL); | ||
|  | 
 | ||
|  |         D3D12_COMMAND_QUEUE_DESC queueDesc = {}; | ||
|  |         queueDesc.Type     = D3D12_COMMAND_LIST_TYPE_DIRECT; | ||
|  |         queueDesc.Flags    = D3D12_COMMAND_QUEUE_FLAG_NONE; | ||
|  |         queueDesc.NodeMask = 1; | ||
|  | 
 | ||
|  |         ID3D12CommandQueue* cmdQueue = NULL; | ||
|  |         hr = bd->pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue)); | ||
|  |         IM_ASSERT(SUCCEEDED(hr)); | ||
|  | 
 | ||
|  |         ID3D12CommandAllocator* cmdAlloc = NULL; | ||
|  |         hr = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc)); | ||
|  |         IM_ASSERT(SUCCEEDED(hr)); | ||
|  | 
 | ||
|  |         ID3D12GraphicsCommandList* cmdList = NULL; | ||
|  |         hr = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, NULL, IID_PPV_ARGS(&cmdList)); | ||
|  |         IM_ASSERT(SUCCEEDED(hr)); | ||
|  | 
 | ||
|  |         cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL); | ||
|  |         cmdList->ResourceBarrier(1, &barrier); | ||
|  | 
 | ||
|  |         hr = cmdList->Close(); | ||
|  |         IM_ASSERT(SUCCEEDED(hr)); | ||
|  | 
 | ||
|  |         cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmdList); | ||
|  |         hr = cmdQueue->Signal(fence, 1); | ||
|  |         IM_ASSERT(SUCCEEDED(hr)); | ||
|  | 
 | ||
|  |         fence->SetEventOnCompletion(1, event); | ||
|  |         WaitForSingleObject(event, INFINITE); | ||
|  | 
 | ||
|  |         cmdList->Release(); | ||
|  |         cmdAlloc->Release(); | ||
|  |         cmdQueue->Release(); | ||
|  |         CloseHandle(event); | ||
|  |         fence->Release(); | ||
|  |         uploadBuffer->Release(); | ||
|  | 
 | ||
|  |         // Create texture view
 | ||
|  |         D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc; | ||
|  |         ZeroMemory(&srvDesc, sizeof(srvDesc)); | ||
|  |         srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; | ||
|  |         srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; | ||
|  |         srvDesc.Texture2D.MipLevels = desc.MipLevels; | ||
|  |         srvDesc.Texture2D.MostDetailedMip = 0; | ||
|  |         srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; | ||
|  |         bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, bd->hFontSrvCpuDescHandle); | ||
|  |         SafeRelease(bd->pFontTextureResource); | ||
|  |         bd->pFontTextureResource = pTexture; | ||
|  |     } | ||
|  | 
 | ||
|  |     // Store our identifier
 | ||
|  |     // READ THIS IF THE STATIC_ASSERT() TRIGGERS:
 | ||
|  |     // - Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
 | ||
|  |     // - This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
 | ||
|  |     // [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in the 'example_win32_direct12/example_win32_direct12.vcxproj' project file)
 | ||
|  |     // [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like.
 | ||
|  |     // [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!)
 | ||
|  |     // [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in the example_win32_direct12/build_win32.bat file)
 | ||
|  |     static_assert(sizeof(ImTextureID) >= sizeof(bd->hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID, 32-bit not supported yet."); | ||
|  |     io.Fonts->SetTexID((ImTextureID)bd->hFontSrvGpuDescHandle.ptr); | ||
|  | } | ||
|  | 
 | ||
|  | bool    ImGui_ImplDX12_CreateDeviceObjects() | ||
|  | { | ||
|  |     ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); | ||
|  |     if (!bd || !bd->pd3dDevice) | ||
|  |         return false; | ||
|  |     if (bd->pPipelineState) | ||
|  |         ImGui_ImplDX12_InvalidateDeviceObjects(); | ||
|  | 
 | ||
|  |     // Create the root signature
 | ||
|  |     { | ||
|  |         D3D12_DESCRIPTOR_RANGE descRange = {}; | ||
|  |         descRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; | ||
|  |         descRange.NumDescriptors = 1; | ||
|  |         descRange.BaseShaderRegister = 0; | ||
|  |         descRange.RegisterSpace = 0; | ||
|  |         descRange.OffsetInDescriptorsFromTableStart = 0; | ||
|  | 
 | ||
|  |         D3D12_ROOT_PARAMETER param[2] = {}; | ||
|  | 
 | ||
|  |         param[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS; | ||
|  |         param[0].Constants.ShaderRegister = 0; | ||
|  |         param[0].Constants.RegisterSpace = 0; | ||
|  |         param[0].Constants.Num32BitValues = 16; | ||
|  |         param[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX; | ||
|  | 
 | ||
|  |         param[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; | ||
|  |         param[1].DescriptorTable.NumDescriptorRanges = 1; | ||
|  |         param[1].DescriptorTable.pDescriptorRanges = &descRange; | ||
|  |         param[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; | ||
|  | 
 | ||
|  |         // Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
 | ||
|  |         D3D12_STATIC_SAMPLER_DESC staticSampler = {}; | ||
|  |         staticSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR; | ||
|  |         staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP; | ||
|  |         staticSampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP; | ||
|  |         staticSampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP; | ||
|  |         staticSampler.MipLODBias = 0.f; | ||
|  |         staticSampler.MaxAnisotropy = 0; | ||
|  |         staticSampler.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS; | ||
|  |         staticSampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK; | ||
|  |         staticSampler.MinLOD = 0.f; | ||
|  |         staticSampler.MaxLOD = 0.f; | ||
|  |         staticSampler.ShaderRegister = 0; | ||
|  |         staticSampler.RegisterSpace = 0; | ||
|  |         staticSampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; | ||
|  | 
 | ||
|  |         D3D12_ROOT_SIGNATURE_DESC desc = {}; | ||
|  |         desc.NumParameters = _countof(param); | ||
|  |         desc.pParameters = param; | ||
|  |         desc.NumStaticSamplers = 1; | ||
|  |         desc.pStaticSamplers = &staticSampler; | ||
|  |         desc.Flags = | ||
|  |             D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT | | ||
|  |             D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS | | ||
|  |             D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS | | ||
|  |             D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS; | ||
|  | 
 | ||
|  |         // Load d3d12.dll and D3D12SerializeRootSignature() function address dynamically to facilitate using with D3D12On7.
 | ||
|  |         // See if any version of d3d12.dll is already loaded in the process. If so, give preference to that.
 | ||
|  |         static HINSTANCE d3d12_dll = ::GetModuleHandleA("d3d12.dll"); | ||
|  |         if (d3d12_dll == NULL) | ||
|  |         { | ||
|  |             // Attempt to load d3d12.dll from local directories. This will only succeed if
 | ||
|  |             // (1) the current OS is Windows 7, and
 | ||
|  |             // (2) there exists a version of d3d12.dll for Windows 7 (D3D12On7) in one of the following directories.
 | ||
|  |             // See https://github.com/ocornut/imgui/pull/3696 for details.
 | ||
|  |             const char* localD3d12Paths[] = { ".\\d3d12.dll", ".\\d3d12on7\\d3d12.dll", ".\\12on7\\d3d12.dll" }; // A. current directory, B. used by some games, C. used in Microsoft D3D12On7 sample
 | ||
|  |             for (int i = 0; i < IM_ARRAYSIZE(localD3d12Paths); i++) | ||
|  |                 if ((d3d12_dll = ::LoadLibraryA(localD3d12Paths[i])) != NULL) | ||
|  |                     break; | ||
|  | 
 | ||
|  |             // If failed, we are on Windows >= 10.
 | ||
|  |             if (d3d12_dll == NULL) | ||
|  |                 d3d12_dll = ::LoadLibraryA("d3d12.dll"); | ||
|  | 
 | ||
|  |             if (d3d12_dll == NULL) | ||
|  |                 return false; | ||
|  |         } | ||
|  | 
 | ||
|  |         PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignatureFn = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)::GetProcAddress(d3d12_dll, "D3D12SerializeRootSignature"); | ||
|  |         if (D3D12SerializeRootSignatureFn == NULL) | ||
|  |             return false; | ||
|  | 
 | ||
|  |         ID3DBlob* blob = NULL; | ||
|  |         if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, NULL) != S_OK) | ||
|  |             return false; | ||
|  | 
 | ||
|  |         bd->pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&bd->pRootSignature)); | ||
|  |         blob->Release(); | ||
|  |     } | ||
|  | 
 | ||
|  |     // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
 | ||
|  |     // If you would like to use this DX12 sample code but remove this dependency you can:
 | ||
|  |     //  1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
 | ||
|  |     //  2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
 | ||
|  |     // See https://github.com/ocornut/imgui/pull/638 for sources and details.
 | ||
|  | 
 | ||
|  |     D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc; | ||
|  |     memset(&psoDesc, 0, sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC)); | ||
|  |     psoDesc.NodeMask = 1; | ||
|  |     psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; | ||
|  |     psoDesc.pRootSignature = bd->pRootSignature; | ||
|  |     psoDesc.SampleMask = UINT_MAX; | ||
|  |     psoDesc.NumRenderTargets = 1; | ||
|  |     psoDesc.RTVFormats[0] = bd->RTVFormat; | ||
|  |     psoDesc.SampleDesc.Count = 1; | ||
|  |     psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE; | ||
|  | 
 | ||
|  |     ID3DBlob* vertexShaderBlob; | ||
|  |     ID3DBlob* pixelShaderBlob; | ||
|  | 
 | ||
|  |     // Create the vertex shader
 | ||
|  |     { | ||
|  |         static const char* vertexShader = | ||
|  |             "cbuffer vertexBuffer : register(b0) \
 | ||
|  |             {\ | ||
|  |               float4x4 ProjectionMatrix; \ | ||
|  |             };\ | ||
|  |             struct VS_INPUT\ | ||
|  |             {\ | ||
|  |               float2 pos : POSITION;\ | ||
|  |               float4 col : COLOR0;\ | ||
|  |               float2 uv  : TEXCOORD0;\ | ||
|  |             };\ | ||
|  |             \ | ||
|  |             struct PS_INPUT\ | ||
|  |             {\ | ||
|  |               float4 pos : SV_POSITION;\ | ||
|  |               float4 col : COLOR0;\ | ||
|  |               float2 uv  : TEXCOORD0;\ | ||
|  |             };\ | ||
|  |             \ | ||
|  |             PS_INPUT main(VS_INPUT input)\ | ||
|  |             {\ | ||
|  |               PS_INPUT output;\ | ||
|  |               output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\ | ||
|  |               output.col = input.col;\ | ||
|  |               output.uv  = input.uv;\ | ||
|  |               return output;\ | ||
|  |             }"; | ||
|  | 
 | ||
|  |         if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &vertexShaderBlob, NULL))) | ||
|  |             return false; // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
 | ||
|  |         psoDesc.VS = { vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize() }; | ||
|  | 
 | ||
|  |         // Create the input layout
 | ||
|  |         static D3D12_INPUT_ELEMENT_DESC local_layout[] = | ||
|  |         { | ||
|  |             { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, | ||
|  |             { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (UINT)IM_OFFSETOF(ImDrawVert, uv),  D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, | ||
|  |             { "COLOR",    0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, | ||
|  |         }; | ||
|  |         psoDesc.InputLayout = { local_layout, 3 }; | ||
|  |     } | ||
|  | 
 | ||
|  |     // Create the pixel shader
 | ||
|  |     { | ||
|  |         static const char* pixelShader = | ||
|  |             "struct PS_INPUT\
 | ||
|  |             {\ | ||
|  |               float4 pos : SV_POSITION;\ | ||
|  |               float4 col : COLOR0;\ | ||
|  |               float2 uv  : TEXCOORD0;\ | ||
|  |             };\ | ||
|  |             SamplerState sampler0 : register(s0);\ | ||
|  |             Texture2D texture0 : register(t0);\ | ||
|  |             \ | ||
|  |             float4 main(PS_INPUT input) : SV_Target\ | ||
|  |             {\ | ||
|  |               float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \ | ||
|  |               return out_col; \ | ||
|  |             }"; | ||
|  | 
 | ||
|  |         if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &pixelShaderBlob, NULL))) | ||
|  |         { | ||
|  |             vertexShaderBlob->Release(); | ||
|  |             return false; // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
 | ||
|  |         } | ||
|  |         psoDesc.PS = { pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize() }; | ||
|  |     } | ||
|  | 
 | ||
|  |     // Create the blending setup
 | ||
|  |     { | ||
|  |         D3D12_BLEND_DESC& desc = psoDesc.BlendState; | ||
|  |         desc.AlphaToCoverageEnable = false; | ||
|  |         desc.RenderTarget[0].BlendEnable = true; | ||
|  |         desc.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA; | ||
|  |         desc.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA; | ||
|  |         desc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD; | ||
|  |         desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_ONE; | ||
|  |         desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA; | ||
|  |         desc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD; | ||
|  |         desc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL; | ||
|  |     } | ||
|  | 
 | ||
|  |     // Create the rasterizer state
 | ||
|  |     { | ||
|  |         D3D12_RASTERIZER_DESC& desc = psoDesc.RasterizerState; | ||
|  |         desc.FillMode = D3D12_FILL_MODE_SOLID; | ||
|  |         desc.CullMode = D3D12_CULL_MODE_NONE; | ||
|  |         desc.FrontCounterClockwise = FALSE; | ||
|  |         desc.DepthBias = D3D12_DEFAULT_DEPTH_BIAS; | ||
|  |         desc.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP; | ||
|  |         desc.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS; | ||
|  |         desc.DepthClipEnable = true; | ||
|  |         desc.MultisampleEnable = FALSE; | ||
|  |         desc.AntialiasedLineEnable = FALSE; | ||
|  |         desc.ForcedSampleCount = 0; | ||
|  |         desc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF; | ||
|  |     } | ||
|  | 
 | ||
|  |     // Create depth-stencil State
 | ||
|  |     { | ||
|  |         D3D12_DEPTH_STENCIL_DESC& desc = psoDesc.DepthStencilState; | ||
|  |         desc.DepthEnable = false; | ||
|  |         desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL; | ||
|  |         desc.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS; | ||
|  |         desc.StencilEnable = false; | ||
|  |         desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D12_STENCIL_OP_KEEP; | ||
|  |         desc.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS; | ||
|  |         desc.BackFace = desc.FrontFace; | ||
|  |     } | ||
|  | 
 | ||
|  |     HRESULT result_pipeline_state = bd->pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&bd->pPipelineState)); | ||
|  |     vertexShaderBlob->Release(); | ||
|  |     pixelShaderBlob->Release(); | ||
|  |     if (result_pipeline_state != S_OK) | ||
|  |         return false; | ||
|  | 
 | ||
|  |     ImGui_ImplDX12_CreateFontsTexture(); | ||
|  | 
 | ||
|  |     return true; | ||
|  | } | ||
|  | 
 | ||
|  | static void ImGui_ImplDX12_DestroyRenderBuffers(ImGui_ImplDX12_RenderBuffers* render_buffers) | ||
|  | { | ||
|  |     SafeRelease(render_buffers->IndexBuffer); | ||
|  |     SafeRelease(render_buffers->VertexBuffer); | ||
|  |     render_buffers->IndexBufferSize = render_buffers->VertexBufferSize = 0; | ||
|  | } | ||
|  | 
 | ||
|  | void    ImGui_ImplDX12_InvalidateDeviceObjects() | ||
|  | { | ||
|  |     ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); | ||
|  |     if (!bd || !bd->pd3dDevice) | ||
|  |         return; | ||
|  | 
 | ||
|  |     ImGuiIO& io = ImGui::GetIO(); | ||
|  |     SafeRelease(bd->pRootSignature); | ||
|  |     SafeRelease(bd->pPipelineState); | ||
|  |     SafeRelease(bd->pFontTextureResource); | ||
|  |     io.Fonts->SetTexID(NULL); // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
 | ||
|  | } | ||
|  | 
 | ||
|  | bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap, | ||
|  |                          D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle) | ||
|  | { | ||
|  |     ImGuiIO& io = ImGui::GetIO(); | ||
|  |     IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!"); | ||
|  | 
 | ||
|  |     // Setup backend capabilities flags
 | ||
|  |     ImGui_ImplDX12_Data* bd = IM_NEW(ImGui_ImplDX12_Data)(); | ||
|  |     io.BackendRendererUserData = (void*)bd; | ||
|  |     io.BackendRendererName = "imgui_impl_dx12"; | ||
|  |     io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset;  // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
 | ||
|  |     io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports;  // We can create multi-viewports on the Renderer side (optional)
 | ||
|  |     if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) | ||
|  |         ImGui_ImplDX12_InitPlatformInterface(); | ||
|  | 
 | ||
|  |     bd->pd3dDevice = device; | ||
|  |     bd->RTVFormat = rtv_format; | ||
|  |     bd->hFontSrvCpuDescHandle = font_srv_cpu_desc_handle; | ||
|  |     bd->hFontSrvGpuDescHandle = font_srv_gpu_desc_handle; | ||
|  |     bd->numFramesInFlight = num_frames_in_flight; | ||
|  |     bd->pd3dSrvDescHeap = cbv_srv_heap; | ||
|  | 
 | ||
|  |     // Create a dummy ImGui_ImplDX12_ViewportData holder for the main viewport,
 | ||
|  |     // Since this is created and managed by the application, we will only use the ->Resources[] fields.
 | ||
|  |     ImGuiViewport* main_viewport = ImGui::GetMainViewport(); | ||
|  |     main_viewport->RendererUserData = IM_NEW(ImGui_ImplDX12_ViewportData)(bd->numFramesInFlight); | ||
|  | 
 | ||
|  |     return true; | ||
|  | } | ||
|  | 
 | ||
|  | void ImGui_ImplDX12_Shutdown() | ||
|  | { | ||
|  |     ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); | ||
|  |     IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?"); | ||
|  |     ImGuiIO& io = ImGui::GetIO(); | ||
|  | 
 | ||
|  |     // Manually delete main viewport render resources in-case we haven't initialized for viewports
 | ||
|  |     ImGuiViewport* main_viewport = ImGui::GetMainViewport(); | ||
|  |     if (ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)main_viewport->RendererUserData) | ||
|  |     { | ||
|  |         // We could just call ImGui_ImplDX12_DestroyWindow(main_viewport) as a convenience but that would be misleading since we only use data->Resources[]
 | ||
|  |         for (UINT i = 0; i < bd->numFramesInFlight; i++) | ||
|  |             ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]); | ||
|  |         IM_DELETE(vd); | ||
|  |         main_viewport->RendererUserData = NULL; | ||
|  |     } | ||
|  | 
 | ||
|  |     // Clean up windows and device objects
 | ||
|  |     ImGui_ImplDX12_ShutdownPlatformInterface(); | ||
|  |     ImGui_ImplDX12_InvalidateDeviceObjects(); | ||
|  | 
 | ||
|  |     io.BackendRendererName = NULL; | ||
|  |     io.BackendRendererUserData = NULL; | ||
|  |     IM_DELETE(bd); | ||
|  | } | ||
|  | 
 | ||
|  | void ImGui_ImplDX12_NewFrame() | ||
|  | { | ||
|  |     ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); | ||
|  |     IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX12_Init()?"); | ||
|  | 
 | ||
|  |     if (!bd->pPipelineState) | ||
|  |         ImGui_ImplDX12_CreateDeviceObjects(); | ||
|  | } | ||
|  | 
 | ||
|  | //--------------------------------------------------------------------------------------------------------
 | ||
|  | // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
 | ||
|  | // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
 | ||
|  | // If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
 | ||
|  | //--------------------------------------------------------------------------------------------------------
 | ||
|  | 
 | ||
|  | static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport) | ||
|  | { | ||
|  |     ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); | ||
|  |     ImGui_ImplDX12_ViewportData* vd = IM_NEW(ImGui_ImplDX12_ViewportData)(bd->numFramesInFlight); | ||
|  |     viewport->RendererUserData = vd; | ||
|  | 
 | ||
|  |     // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
 | ||
|  |     // Some backends will leave PlatformHandleRaw NULL, in which case we assume PlatformHandle will contain the HWND.
 | ||
|  |     HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle; | ||
|  |     IM_ASSERT(hwnd != 0); | ||
|  | 
 | ||
|  |     vd->FrameIndex = UINT_MAX; | ||
|  | 
 | ||
|  |     // Create command queue.
 | ||
|  |     D3D12_COMMAND_QUEUE_DESC queue_desc = {}; | ||
|  |     queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; | ||
|  |     queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; | ||
|  | 
 | ||
|  |     HRESULT res = S_OK; | ||
|  |     res = bd->pd3dDevice->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(&vd->CommandQueue)); | ||
|  |     IM_ASSERT(res == S_OK); | ||
|  | 
 | ||
|  |     // Create command allocator.
 | ||
|  |     for (UINT i = 0; i < bd->numFramesInFlight; ++i) | ||
|  |     { | ||
|  |         res = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&vd->FrameCtx[i].CommandAllocator)); | ||
|  |         IM_ASSERT(res == S_OK); | ||
|  |     } | ||
|  | 
 | ||
|  |     // Create command list.
 | ||
|  |     res = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, vd->FrameCtx[0].CommandAllocator, NULL, IID_PPV_ARGS(&vd->CommandList)); | ||
|  |     IM_ASSERT(res == S_OK); | ||
|  |     vd->CommandList->Close(); | ||
|  | 
 | ||
|  |     // Create fence.
 | ||
|  |     res = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&vd->Fence)); | ||
|  |     IM_ASSERT(res == S_OK); | ||
|  | 
 | ||
|  |     vd->FenceEvent = CreateEvent(NULL, FALSE, FALSE, NULL); | ||
|  |     IM_ASSERT(vd->FenceEvent != NULL); | ||
|  | 
 | ||
|  |     // Create swap chain
 | ||
|  |     // FIXME-VIEWPORT: May want to copy/inherit swap chain settings from the user/application.
 | ||
|  |     DXGI_SWAP_CHAIN_DESC1 sd1; | ||
|  |     ZeroMemory(&sd1, sizeof(sd1)); | ||
|  |     sd1.BufferCount = bd->numFramesInFlight; | ||
|  |     sd1.Width = (UINT)viewport->Size.x; | ||
|  |     sd1.Height = (UINT)viewport->Size.y; | ||
|  |     sd1.Format = bd->RTVFormat; | ||
|  |     sd1.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; | ||
|  |     sd1.SampleDesc.Count = 1; | ||
|  |     sd1.SampleDesc.Quality = 0; | ||
|  |     sd1.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; | ||
|  |     sd1.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED; | ||
|  |     sd1.Scaling = DXGI_SCALING_STRETCH; | ||
|  |     sd1.Stereo = FALSE; | ||
|  | 
 | ||
|  |     IDXGIFactory4* dxgi_factory = NULL; | ||
|  |     res = ::CreateDXGIFactory1(IID_PPV_ARGS(&dxgi_factory)); | ||
|  |     IM_ASSERT(res == S_OK); | ||
|  | 
 | ||
|  |     IDXGISwapChain1* swap_chain = NULL; | ||
|  |     res = dxgi_factory->CreateSwapChainForHwnd(vd->CommandQueue, hwnd, &sd1, NULL, NULL, &swap_chain); | ||
|  |     IM_ASSERT(res == S_OK); | ||
|  | 
 | ||
|  |     dxgi_factory->Release(); | ||
|  | 
 | ||
|  |     // Or swapChain.As(&mSwapChain)
 | ||
|  |     IM_ASSERT(vd->SwapChain == NULL); | ||
|  |     swap_chain->QueryInterface(IID_PPV_ARGS(&vd->SwapChain)); | ||
|  |     swap_chain->Release(); | ||
|  | 
 | ||
|  |     // Create the render targets
 | ||
|  |     if (vd->SwapChain) | ||
|  |     { | ||
|  |         D3D12_DESCRIPTOR_HEAP_DESC desc = {}; | ||
|  |         desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; | ||
|  |         desc.NumDescriptors = bd->numFramesInFlight; | ||
|  |         desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; | ||
|  |         desc.NodeMask = 1; | ||
|  | 
 | ||
|  |         HRESULT hr = bd->pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&vd->RtvDescHeap)); | ||
|  |         IM_ASSERT(hr == S_OK); | ||
|  | 
 | ||
|  |         SIZE_T rtv_descriptor_size = bd->pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV); | ||
|  |         D3D12_CPU_DESCRIPTOR_HANDLE rtv_handle = vd->RtvDescHeap->GetCPUDescriptorHandleForHeapStart(); | ||
|  |         for (UINT i = 0; i < bd->numFramesInFlight; i++) | ||
|  |         { | ||
|  |             vd->FrameCtx[i].RenderTargetCpuDescriptors = rtv_handle; | ||
|  |             rtv_handle.ptr += rtv_descriptor_size; | ||
|  |         } | ||
|  | 
 | ||
|  |         ID3D12Resource* back_buffer; | ||
|  |         for (UINT i = 0; i < bd->numFramesInFlight; i++) | ||
|  |         { | ||
|  |             IM_ASSERT(vd->FrameCtx[i].RenderTarget == NULL); | ||
|  |             vd->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer)); | ||
|  |             bd->pd3dDevice->CreateRenderTargetView(back_buffer, NULL, vd->FrameCtx[i].RenderTargetCpuDescriptors); | ||
|  |             vd->FrameCtx[i].RenderTarget = back_buffer; | ||
|  |         } | ||
|  |     } | ||
|  | 
 | ||
|  |     for (UINT i = 0; i < bd->numFramesInFlight; i++) | ||
|  |         ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]); | ||
|  | } | ||
|  | 
 | ||
|  | static void ImGui_WaitForPendingOperations(ImGui_ImplDX12_ViewportData* vd) | ||
|  | { | ||
|  |     HRESULT hr = S_FALSE; | ||
|  |     if (vd && vd->CommandQueue && vd->Fence && vd->FenceEvent) | ||
|  |     { | ||
|  |         hr = vd->CommandQueue->Signal(vd->Fence, ++vd->FenceSignaledValue); | ||
|  |         IM_ASSERT(hr == S_OK); | ||
|  |         ::WaitForSingleObject(vd->FenceEvent, 0); // Reset any forgotten waits
 | ||
|  |         hr = vd->Fence->SetEventOnCompletion(vd->FenceSignaledValue, vd->FenceEvent); | ||
|  |         IM_ASSERT(hr == S_OK); | ||
|  |         ::WaitForSingleObject(vd->FenceEvent, INFINITE); | ||
|  |     } | ||
|  | } | ||
|  | 
 | ||
|  | static void ImGui_ImplDX12_DestroyWindow(ImGuiViewport* viewport) | ||
|  | { | ||
|  |     // The main viewport (owned by the application) will always have RendererUserData == NULL since we didn't create the data for it.
 | ||
|  |     ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); | ||
|  |     if (ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData) | ||
|  |     { | ||
|  |         ImGui_WaitForPendingOperations(vd); | ||
|  | 
 | ||
|  |         SafeRelease(vd->CommandQueue); | ||
|  |         SafeRelease(vd->CommandList); | ||
|  |         SafeRelease(vd->SwapChain); | ||
|  |         SafeRelease(vd->RtvDescHeap); | ||
|  |         SafeRelease(vd->Fence); | ||
|  |         ::CloseHandle(vd->FenceEvent); | ||
|  |         vd->FenceEvent = NULL; | ||
|  | 
 | ||
|  |         for (UINT i = 0; i < bd->numFramesInFlight; i++) | ||
|  |         { | ||
|  |             SafeRelease(vd->FrameCtx[i].RenderTarget); | ||
|  |             SafeRelease(vd->FrameCtx[i].CommandAllocator); | ||
|  |             ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]); | ||
|  |         } | ||
|  |         IM_DELETE(vd); | ||
|  |     } | ||
|  |     viewport->RendererUserData = NULL; | ||
|  | } | ||
|  | 
 | ||
|  | static void ImGui_ImplDX12_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) | ||
|  | { | ||
|  |     ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); | ||
|  |     ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData; | ||
|  | 
 | ||
|  |     ImGui_WaitForPendingOperations(vd); | ||
|  | 
 | ||
|  |     for (UINT i = 0; i < bd->numFramesInFlight; i++) | ||
|  |         SafeRelease(vd->FrameCtx[i].RenderTarget); | ||
|  | 
 | ||
|  |     if (vd->SwapChain) | ||
|  |     { | ||
|  |         ID3D12Resource* back_buffer = NULL; | ||
|  |         vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0); | ||
|  |         for (UINT i = 0; i < bd->numFramesInFlight; i++) | ||
|  |         { | ||
|  |             vd->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer)); | ||
|  |             bd->pd3dDevice->CreateRenderTargetView(back_buffer, NULL, vd->FrameCtx[i].RenderTargetCpuDescriptors); | ||
|  |             vd->FrameCtx[i].RenderTarget = back_buffer; | ||
|  |         } | ||
|  |     } | ||
|  | } | ||
|  | 
 | ||
|  | static void ImGui_ImplDX12_RenderWindow(ImGuiViewport* viewport, void*) | ||
|  | { | ||
|  |     ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); | ||
|  |     ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData; | ||
|  | 
 | ||
|  |     ImGui_ImplDX12_FrameContext* frame_context = &vd->FrameCtx[vd->FrameIndex % bd->numFramesInFlight]; | ||
|  |     UINT back_buffer_idx = vd->SwapChain->GetCurrentBackBufferIndex(); | ||
|  | 
 | ||
|  |     const ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); | ||
|  |     D3D12_RESOURCE_BARRIER barrier = {}; | ||
|  |     barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; | ||
|  |     barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; | ||
|  |     barrier.Transition.pResource = vd->FrameCtx[back_buffer_idx].RenderTarget; | ||
|  |     barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; | ||
|  |     barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT; | ||
|  |     barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET; | ||
|  | 
 | ||
|  |     // Draw
 | ||
|  |     ID3D12GraphicsCommandList* cmd_list = vd->CommandList; | ||
|  | 
 | ||
|  |     frame_context->CommandAllocator->Reset(); | ||
|  |     cmd_list->Reset(frame_context->CommandAllocator, NULL); | ||
|  |     cmd_list->ResourceBarrier(1, &barrier); | ||
|  |     cmd_list->OMSetRenderTargets(1, &vd->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, FALSE, NULL); | ||
|  |     if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear)) | ||
|  |         cmd_list->ClearRenderTargetView(vd->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, (float*)&clear_color, 0, NULL); | ||
|  |     cmd_list->SetDescriptorHeaps(1, &bd->pd3dSrvDescHeap); | ||
|  | 
 | ||
|  |     ImGui_ImplDX12_RenderDrawData(viewport->DrawData, cmd_list); | ||
|  | 
 | ||
|  |     barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET; | ||
|  |     barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT; | ||
|  |     cmd_list->ResourceBarrier(1, &barrier); | ||
|  |     cmd_list->Close(); | ||
|  | 
 | ||
|  |     vd->CommandQueue->Wait(vd->Fence, vd->FenceSignaledValue); | ||
|  |     vd->CommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmd_list); | ||
|  |     vd->CommandQueue->Signal(vd->Fence, ++vd->FenceSignaledValue); | ||
|  | } | ||
|  | 
 | ||
|  | static void ImGui_ImplDX12_SwapBuffers(ImGuiViewport* viewport, void*) | ||
|  | { | ||
|  |     ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData; | ||
|  | 
 | ||
|  |     vd->SwapChain->Present(0, 0); | ||
|  |     while (vd->Fence->GetCompletedValue() < vd->FenceSignaledValue) | ||
|  |         ::SwitchToThread(); | ||
|  | } | ||
|  | 
 | ||
|  | void ImGui_ImplDX12_InitPlatformInterface() | ||
|  | { | ||
|  |     ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); | ||
|  |     platform_io.Renderer_CreateWindow = ImGui_ImplDX12_CreateWindow; | ||
|  |     platform_io.Renderer_DestroyWindow = ImGui_ImplDX12_DestroyWindow; | ||
|  |     platform_io.Renderer_SetWindowSize = ImGui_ImplDX12_SetWindowSize; | ||
|  |     platform_io.Renderer_RenderWindow = ImGui_ImplDX12_RenderWindow; | ||
|  |     platform_io.Renderer_SwapBuffers = ImGui_ImplDX12_SwapBuffers; | ||
|  | } | ||
|  | 
 | ||
|  | void ImGui_ImplDX12_ShutdownPlatformInterface() | ||
|  | { | ||
|  |     ImGui::DestroyPlatformWindows(); | ||
|  | } |